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Additional plugin debugging, better plugin resource cleanup

Brad Davis committed 10 years ago

Commit 28771cb1 parent 5615f8829 files · +135 −54Browse files

Showing the changes to libraries/render-utils/src/DeferredFramebuffer.cpp (1 of 29 files). Show all

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libraries/render-utils/src/DeferredFramebuffer.cpp+3−8
@@ -43,8 +43,8 @@ void DeferredFramebuffer::updatePrimaryDepth(const gpu::TexturePointer& depthBuf · 42 unmodified lines
43 43
44void DeferredFramebuffer::allocate() {44void DeferredFramebuffer::allocate() {
45 45
46 _deferredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());46 _deferredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("deferred"));
47 _deferredFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create());47 _deferredFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create("deferredDepthColor"));
48 48
49 auto colorFormat = gpu::Element::COLOR_SRGBA_32;49 auto colorFormat = gpu::Element::COLOR_SRGBA_32;
50 auto linearFormat = gpu::Element::COLOR_RGBA_32;50 auto linearFormat = gpu::Element::COLOR_RGBA_32;
@@ -54,11 +54,8 @@ void DeferredFramebuffer::allocate() { · 3 unmodified lines
54 auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);54 auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT);
55 55
56 _deferredColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));56 _deferredColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
57 _deferredColorTexture->setSource("DeferredFramebuffer::_deferredColorTexture");
58 _deferredNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(linearFormat, width, height, defaultSampler));57 _deferredNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(linearFormat, width, height, defaultSampler));
59 _deferredNormalTexture->setSource("DeferredFramebuffer::_deferredNormalTexture");
60 _deferredSpecularTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));58 _deferredSpecularTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
61 _deferredSpecularTexture->setSource("DeferredFramebuffer::_deferredSpecularTexture");
62 59
63 _deferredFramebuffer->setRenderBuffer(0, _deferredColorTexture);60 _deferredFramebuffer->setRenderBuffer(0, _deferredColorTexture);
64 _deferredFramebuffer->setRenderBuffer(1, _deferredNormalTexture);61 _deferredFramebuffer->setRenderBuffer(1, _deferredNormalTexture);
@@ -69,7 +66,6 @@ void DeferredFramebuffer::allocate() { · 4 unmodified lines
69 auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format66 auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format
70 if (!_primaryDepthTexture) {67 if (!_primaryDepthTexture) {
71 _primaryDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler));68 _primaryDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler));
72 _primaryDepthTexture->setSource("DeferredFramebuffer::_primaryDepthTexture");
73 }69 }
74 70
75 _deferredFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);71 _deferredFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
@@ -80,8 +76,7 @@ void DeferredFramebuffer::allocate() { · 4 unmodified lines
80 auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR);76 auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR);
81 77
82 _lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::R11G11B10), width, height, defaultSampler));78 _lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::R11G11B10), width, height, defaultSampler));
83 _lightingTexture->setSource("DeferredFramebuffer::_lightingTexture");79 _lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("lighting"));
84 _lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
85 _lightingFramebuffer->setRenderBuffer(0, _lightingTexture);80 _lightingFramebuffer->setRenderBuffer(0, _lightingTexture);
86 _lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);81 _lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat);
87 82